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Disruptor builds ??

are there any sets that buff disruptors and where are some good disruptors to get?

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  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    There isn't really much that buffs disruptor damage though there's plenty of good disruptor based wepaons.
    Most noteably undine rep and terran rep disruptors and their sets. Aside from that crafted vanilla with some ideal mods would be the way to go.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,664 Community Moderator
    I think one of the only sets that augments Disruptor is the Counter Command set, since that works with either the Bio Phaser or Bio Disruptor. The Terran set might, but I don't honestly know for sure.
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  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2016
    At the moment the terran task force beam array (dual heavy cannons) is considered to be one of the strongest weapons in game.

    http://sto.gamepedia.com/Terran_Task_Force_Munitions

    It is that strong that peeps even integrate it on non-disruptor builds. For energy builds it’s just the weapon we talk about here, not the set.

    Aside from that we have two disruptor damage boosting 2 – pice sets. Both of which center around cannon builds.

    http://sto.gamepedia.com/Silent_Enemy_Set

    http://sto.gamepedia.com/Counter-Command_Ordnance

    I played around with both of them over the years but had to realize after the power tsunami(s) after DR that many sets (including them) simply pale compared to a lot of other mechanics around. For example it is unlikely to be beneficial to integrate those consoles over tac or sci consoles from fleet. Other stuff like leech, timeline stabilizer (or haste consoles in general) as well as the newer ship specific sets from the flag- or 31c- ships also outperform them.

    I think it’s time that cryptic overhauls a lot of classic sets to make them worth to slot again. Otherwise the game could get very mono-directional. Or perhaps this is the way to go, I don’t know. I mean it’s easier to tell peeps, “forget about the dozen of interesting sets we have around, all you need to garb are some plasma explosions and as much haste stuff as you can get”.

    Here are two of my 100k+ Dis PvE builds as examples. As you can see, there is not much room for classic sets left. They may still fill an empty engineering slot if I don’t have anything better to slot but that’s basically it.

    http://skillplanner.stoacademy.com/5feb2771e3d39c849cfed592aa696ae2

    http://skillplanner.stoacademy.com/c397a602671722f314db6e7c922b2c6b
    Post edited by peterconnorfirst on
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  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    Would be nice to see some older stuff overhauled but I doubt that's gonna happen. For a while now they're doing their darndest to keep the powercreep going with more and more ways to push dps. Mostly with ship traits and consoles that also fill their pockets. :|
  • gjohnny1990gjohnny1990 Member Posts: 116 Arc User
    edited October 2016
    There is a good unique Resonant Disruptor weapon you can get from the Blood of the Ancients mission (cannon/beam) and a Harmonic Resonance Relay console that boosts disruptor damage by 20%, also found in the Blood of the Ancients mission.

    Here they are in more detail: http://sto.gamepedia.com/Preserver_Resonant_Technologies_Set#Resonant_Disruptor_Beam_Array
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    As far as your question of where to get “good” disruptor weapons is concerned I’d say craft them or look up the exchange. [Crit D] or [DMG] + [PEN] seems the way to go. There are also the imensly good coalition disruptors around from lock boxes and exchange, however it costs a fortune to get them with decent mods. If you are low on resources consult the fleet store and find advanced disruptors with as much [Crit D] or [DMG] as you can find.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • spy8446spy8446 Member Posts: 592 Arc User
    yeah I have a KDF and i wanted to play with disruptor build, but i couldnt remember any good ones other than the Hybrid.
    at least i think its good, having the effects of 2 weapons etc.
    but yes, not much to look at i guess, thanks any ways. (not a fan of cannons)
  • velimattialavelimattiala Member Posts: 111 Arc User
    Sligthly off topic, has anyone tried firing the romulan torpedo (which fires a salvo of three already) with terran set 3 bonus. Secondary Torpedo Launcher?

    Will it fire a secondary salvo, or just a single fourth one? In either case makes for an impressive amount of plasma torpedoes flying around.
  • goodscotchgoodscotch Member Posts: 1,680 Arc User
    I just switched from Radiant Antiproton beams to Fleet Disruptor Cannons. Damage output is way up against single targets. I'm putting in the 8247 two piece set this weekend, rear disruptor turret and biomolecular photon torpedo. That will bump damage output for the disruptors 7%.
    klingon-bridge.jpg




  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    Sligthly off topic, has anyone tried firing the romulan torpedo (which fires a salvo of three already) with terran set 3 bonus. Secondary Torpedo Launcher?

    Will it fire a secondary salvo, or just a single fourth one? In either case makes for an impressive amount of plasma torpedoes flying around.

    Might be wrong but I think it only fires 1 regular torpedo based on the type it's activated on. So 1 regular plasma torp in this case.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    For my captains that are currently using disruptors (2 KDF and 1 Fed) I am slowly converting to Coalition Disruptors. Slowly because they are a bitt expensive for the mods that I want and upgrading them grants random mods that can turn out to be useless for me so I need to have a decent number of them. Hopefully I can get a decent number of them at a relatively inexpensive price off the Exchange before the next Double Tech Point Upgrade Weekend. Dual heavy cannons are the most expensive weapon type.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    spy8446 wrote: »
    yeah I have a KDF and i wanted to play with disruptor build, but i couldnt remember any good ones other than the Hybrid.
    at least i think its good, having the effects of 2 weapons etc.
    but yes, not much to look at i guess, thanks any ways. (not a fan of cannons)

    Honestly craft your own. Its a little tedious, but very rewarding when you finally complete the set you desire.

    Took me about 2000 MK II disruptor beam crafts to get 5 Dual Beam Banks and 8 Beam Arrays that satisfied my OCD of "must have" CrtDx4 or CrtDx3 [Pen]. or Dmgx3 [Pen], any DMGx4's I sold for a very nice profit.

    But as tedious as it is too craft the perfect set... I'll just say, it's truly spectacular using them. Probably my biggest accomplishment in STO.
    Now, I've been tempted to do the same for an AP build.

    As far as Coalition Disruptors... Man I'd kill for a perfect set of CrtDx4's or even Dmgx4's
    But far too expensive right now, and my vanilla Disruptors tear stuff up just fine

    If only they'd give us disruptor users a 2nd (Mission Reward) Omni, then I'd really be a happy Disruptor user.

    But yeah, my advice, take a couple weeks and craft Dis Beams like crazy, upgrade your potential candidates (the ones that get CrtDx3 - Dmgx3 - CrtDx2 [Pen] - Dmgx2 [Pen] ) on an upgrade weekend with one superior or Experimental Tech upgrade, and pray they roll to CrtDx4 - CrtDx3 [Pen] - Dmgx4 or Dmgx3 [Pen]

    Sell any that don't meet your expectations.

    If this feels like too much work...
    Just buy yourself some Fleet ADV Disruptors with Dmgx3 CrtD or CrtDx3 Dmg mods.
    They are pretty much just as good, and easier to obtain.

    But there is a nice sense of accomplishment when you've finally crafted your dream weapons loadout with perfect mods.

    [img][/img]OD5urLn.jpg
  • hanover2hanover2 Member Posts: 1,053 Arc User
    My current favorite build, using the 1000 day vet destroyer as the common example:

    Fore - 3x Terran Disruptor DBB/DHC(1 being the Terran rep set piece if DHCs), 1xKelvin photon
    Aft - (Counter Command Heavy Turret + 1 Terran disruptor turret) OR (Terran rep set beam array + Resonant disruptor)
    Dyson Set Photon

    KHG/Adapted MACO Shield + Deflector, Terran Set Impulse, Kobali warp core

    1xFleet Neutronium(+turn or +hp, season to taste)
    5xSpire Energy weapon Tac consoles(I go with vulnerability locators) OR 4xSpire + Counter command mission reward console
    Universal consoles: Terran, Dyson, Kobali, 8472 (if beam build)
    If not beam build: +1 that varies (Enhanced Induction Coils, Temporally Shielded Data Core, Rule 62, Trellium Plating, Embassy Sci if that's your thing, etc)

    Set bonuses:
    Adapted MACO 2pc: +Projectile damage
    8472 2pc: +Disruptor damage
    Terran 2pc: +Projectile damage
    Dyson 2pc: +Photon torpedo damage

    DOFF:
    2xProjectile specialists
    3xTechnicians OR (2x Technician + 1xGravimetric Scientist)

    Yes, it's a bit torp-centric for a build that at most uses one actual torpedo tac console, and I resort to an aft torpedo to keep one of those set bonuses, but what you have done here is boosted Photon damage significantly, then dropped the firing rate down to nearly constant by using that Kelvin Torp combined with projectile DOFFs.

    I didn't list BO skills, because my builds veer more in the direction of "jack of all trades, master of none" than anything specialized. On Vet destroyers, for example, that LTC Universal almost always becomes a Sci so I can get GW, TB, and ST in there along with PH and HE. That only leaves the Cmdr and Ens slot for Tac abilities.
  • hypnoticbeasthypnoticbeast Member Posts: 107 Arc User
    spy8446 wrote: »
    yeah I have a KDF and i wanted to play with disruptor build, but i couldnt remember any good ones other than the Hybrid.
    at least i think its good, having the effects of 2 weapons etc.
    but yes, not much to look at i guess, thanks any ways. (not a fan of cannons)

    I am running a Disrupter Build that I have yet to see matched. Depending on your weapons of choice beam or cannons. The 8472 weapons set with the Terren weapon set offer the best disruptor bonus combination in the game. You will get a bonus to flight speed and turn rate from 8472 as well as compounded withering damage from the Terren. The 8472 set's turret has a much higher damage output then any other in the game. And can be used with a beam build with no cost to DPS. The 8472 set bonus turns your turret into a "Point Defense System" so any frigates, Torpedoes and fighters get shredded if they get to close. Second the Terrens Torpedo acts like a "double tap" for regular torpedo fire and adds one more regular torpedo to each of the torp spread clusters. Oddly enough when you fire a high yield 8472 with the terren secondary torpedo firing you get the "Big Green Ball of Death" that is followed by a standard 8472 Bio torpedo not a regular one! The really cool thing is that the Torpedos in both sets are photon and do the most damage for that class of projectile. Not to mention that the terren set reduces the recharge of Photon Torpedos {which both use} to 5 seconds! Now if you use this build it is imperative that you use the WHOLE set of each. Not half of one and half of the other. Otherwise you will shortchange yourself on Dot damage output bonus that both of these sets have to offer.

    P.S. The 8472 Phaser set goes really well with Quantum Phaser weapon set from the "Sunrise" mission.
  • bossheisenbergbossheisenberg Member Posts: 603 Arc User
    jaguarskx wrote: »
    For my captains that are currently using disruptors (2 KDF and 1 Fed) I am slowly converting to Coalition Disruptors. Slowly because they are a bitt expensive for the mods that I want and upgrading them grants random mods that can turn out to be useless for me so I need to have a decent number of them. Hopefully I can get a decent number of them at a relatively inexpensive price off the Exchange before the next Double Tech Point Upgrade Weekend. Dual heavy cannons are the most expensive weapon type.

    I've got a full set of elachi disruptors dmgx4. It took me months to build them and a mountain of resources. Now my targets literally incinerate before the weapons even touch their hull lol.

    Dual heavies are old meta. You'll get way more out of dual cannons - they fire much faster and proc more often. With all of the firing cycle haste stuff in the game now, I sometimes get a continuous firing rate out of my cannons which obliterates anything in my way.
  • spy8446spy8446 Member Posts: 592 Arc User
    question, is there a new kind of beam type that can be found or crafted?
    the old retro phaser was changed, is there any special effect on it?
    is the Dual Beam Banks just the narrow arc twin beams? (dont use them either so forgot if its them)
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited October 2016
    No the retro stuff has nothing special, it's really just for the TOS visuals.
    The "Single Phaser Beam" is a normal phaser array in TOS-blue and the "Twin Phaser Beam Array" has like two thinner beams instead of a normal beam but it's still a standard phaser beam array stats & mechanic wise.
  • groomofweirdgroomofweird Member Posts: 1,045 Arc User
    edited October 2016
    I run a mix of coalition and elachi disruptors with the counter command set on both my sheshar (in beam form), and my fleet mat'ha (in cannon form), with the quad cannons at epic thrown in on the mat'ha just for fun.
    The problem with rhe cc set is that there is no beam weapon option to get the disruptor damage bonus, so I find it a pain to fit into some builds if you dont want a turret or torpedo.
    Honestly with the right mods that combo is just fantastic, but insanely expensive.
    Nimoysig1_zpsr79joxz3.jpg
    "If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".
  • spy8446spy8446 Member Posts: 592 Arc User
    humm, then Plasma might be more fitting for me then, I know the Roms have plasma, does anyone else have plasma?
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    The sets that buff disruptor damage generally aren't worth using since they are outdone by plasma consoles among other things. My disruptor build is centered around using both the Terran DHC and Beam for the OP scaling damage along with other disruptor weapons like the quad cannon and coalition turrets for the extra disruptor damage resistance debuff..
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    Think I'll just leave this here.

    Sometimes, "New!" does not mean "Improved". Some days, ya just gotta go "Old School". I do not seem to do as well whenever I mount the newest and bestest evah Shinees on my ships. And all the newfangled Reputation weapons are sometimes difficult to get. So, I have decided to deliberately limit myself on this build to nothing which is available any later in the game than LoR.

    **Ship Information**

    Name: I.K.S. Les Grognards
    (This was the Emperor Napoleon I's nickname for the rank and file of his Imperial Guard. Due to their constant complaining about everything and everything. The polite translation is 'grumblers'. I do not think he meant as a compliment. It was adapted and used during the Seventies as a description of those PnP and board wargamers who were unhappy with 'chrome' in a game. The term 'chrome' refers to parts of a game which make it look prettier but add to the book keeping and complexity without significantly improving game play.)
    Class: Fleet Kamarag Battlecruiser Retrofit(T5-U)
    Intended Role: Inspired by autumnturning, I am looking for ways to avoid cookie cutter builds and BFAW while still having a ship which can carry its own weight.


    Commanding Officer: Dahar Master Crell of the House of Jev.
    Career: Tactical
    Faction: Klingon
    Species: Klingon
    Primary Specialization: Intelligence
    Secondary Specialization: Pilot
    Notes: Since I have no way to turn them off, I am using two of the first ones. But do not expect me to enjoy it or be happy about this, lol.

    Ship Loadout - Work In Progress

    Fore Weapons
    Photon Torpedo Launcher Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]

    Aft Weapons
    Photon Torpedo Launcher Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]
    Disruptor Turret Mk XII(VR) [CrtD] [CrtH] [Dmg]

    Notes: These are the Mods which seem to work best with this char. I went with plain Disruptors and Photons because a lot of players either do not have the time or the money for the newest and bestest evah Shinees. And if they cannot afford the Shinees, it is a safe bet they cannot afford the Upgrades for them.

    Space Set
    Deflector: Omega Force Tachyon Deflector Array Mk XII
    Impulse: Omega Force Hyper-Impulse Engines Mk XII
    Warp Core: Reinforced Warp Core Mk XII
    Shields: Omega Force Shield Array Mk XII

    Notes: Had to run Borg STFs until I had blisters on my fingers, lol.

    Devices
    Subspace Field Modulator
    Standard Weapons Battery
    Standard Auxiliary Battery

    Notes: Usual problems with Batteries. Getting a DOff which extends Battery preformance is nice but not required.

    Engineering Consoles
    RCS Accelerator Mk XII(VR)
    RCS Accelerator Mk XII(VR)
    Neutronium Alloy Mk XII(VR)
    Zero-Point Energy Conduit Mk XII(VR)

    Notes: She turns much faster than she looks like she can and she can take a hit or two. Three hits however...

    Science Consoles
    Assimilated Module Mk XII
    Plasma-Generating Weapon Signature Nullifier Mk XII [DrainX]
    Plasma-Generating Weapon Signature Nullifier Mk XII [DrainX]
    Plasmonic Leech

    Notes: The Assimilated Module and the Leech are not as potent as they once were. Neither are the Embassy Consoles. But they are still viable in the hands of someone who knows their strengths and weaknesses.

    Tactical Consoles
    Disruptor Induction Coil MK XII
    Disruptor Induction Coil MK XII
    Photon Detonation Assembly Mk XII

    Notes: Yeah, I ain't gonna set the world on fire DPS wise. But this is how we did it in the old days and for the most part it gets the job done. I do have to do a bit more thinking about what order I activate my BOff abilities in and other things. Such as timing an attack properly.

    Bridge Officers
    Lieutenant Tactical (VR Klingon): Tactical Team I/ Cannon: Scatter Volley II
    Ensign Tactical (VR Klingon): Tactical Team I
    Lieutenant Universal (VR Klingon - Tactical) : Torpedo High Yield I/ Torpedo Spread II
    Commander Engineering (VR Klingon): Engineering Team I/ Emergency Power to Shields I/ Emergency Power to Weapons II/ Auxiliary Power to the Structural Integrity Field III
    Lt. Commander Science(VR Klingon): Polarize Hull I/ Hazard Emitters II/ Gravity Well I

    Notes: It's a cruiser and I wanted to put something together quickly. I suppose I could make it an Aux2B build since I have the DOffs. I may try this out later on.

    Duty Officers
    (VR) Energy Weapons Officer - Chance to reduce the to recharge when using cannon special attacks.
    (VR) Projectile Weapons Officer - (Space) Chance to reduce the time to recharge torpedoes.
    (VR) Conn Officer - (Space) Recharge time reduced for Tactical Team.
    (VR) Conn Officer - (Space) Recharge time reduced for Tactical Team.
    (VR) Gravimetric Scientist - (Space) Chance to create an aftershock Gravity Well.

    I wanted something which reminded me of how we did it before all the stuff and ships which showed up with Delta Rising. I also wanted something which a casual player could put together quickly and enjoy playing this game.
    A six year old boy and his starship. Living the dream.
  • kwyjenkwyjen Member Posts: 133 Arc User
    I myself like the proc of elachi weapons they are disruptor based and the proc from Terran DHC you can get from rep (the proc is only available from the special rep weaps & not from the dil rep store versions).
    Also prefer the Terran rep warp core. At ultra you get amp, plus 7% of weap setting bumps up your aux setting, at gold it also gives a 7% bump to your shields setting in addition to previous mentioned benefits. Also the added bonus of the longer your are in combat the higher all your power levels grow from the warp core. It is 1 of the best warp cores in game currently IMO.
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    Terran Space Set works well on anything. I have it on two of my chars and currently trying to grind it out for another.
    A six year old boy and his starship. Living the dream.
  • spy8446spy8446 Member Posts: 592 Arc User
    so its going to be something that my KDF will have to wait on for a while then for the reps
  • nightkennightken Member Posts: 2,824 Arc User
    spy8446 wrote: »
    so its going to be something that my KDF will have to wait on for a while then for the reps

    for the good stuff yeah.

    if you want a decent play around with build first get the breen stuff and Preserver Resonant Technologies plus basic disruptors. not gonna impress anyone but it'll work quite well while you work on getting the rep stuff.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited October 2016
    As I stated in my build post, regular garden variety ship gear, as well as Mission Reward gear, at MK XII VR is more than adequate for nearly all of the PVE content in this game. The Reputation gear are prestige items which have some very good benefits but are not required. The most important piece of gear on any ship is your brain. Back this up with experience and you are an effective, viable part of any STF team. The 2 piece bonuses are absolutely amazing, lol. As to DPS, as long as you can get your ship to the 12-15K range there is not any content you cannot successfully complete.
    A six year old boy and his starship. Living the dream.
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